this the hud code for the jetpackbar. The first two groups are the backdrop. it's very simple how this works. But than comes the BitMap part.
So the BitmapRect() just makes an rectangle. the parameters are: (width, height, the corner where it starts to draw)
But we all know the jetpackbar is not an rectanlge. the corners are round. How does this works??
I think it's something about this line, but i don't understand how it works.
Bitmap("hud_jetpack_and_energybar_blankfill")
There is a tga files looking like this:
Hidden/Spoiler:
so there is something with thes tga to make the corners round. But when i delete somemore from this and add the hud_jetpack_and_energybar_blankfill.tga to my ingame.req and use it ingame it's still the same it was before. there is nothing cutted.
So i see in this a way to disable the stock HUD bitmaps without and global ingame. But first i need to understand how this works. Is there someone who has an idea or even get something like this working??
==EDIT==
i played around with the function from the bitmap. I could take the healtbar's bitmap for the jetpackbar and it become bigger and didn't had the round corners. But when i edit the jetpackbar's bitmap to have just one round corner, it doesn't work.
==EDIT2==
ok if i make an own one and use this one it works. But this won't affect the stock one. So the problem seams to be that i have two bitmaps with the same name and for some reason the 2nd one that is loaded is taken.
==EDIT3==
So after i tryed all this i now loaded my ingame twice.
before AND after the stock one. And now my edited bitmap was taken. This means i'm about 0.00000000000000001 mm away from disableing bitmaps from the hud without an globale ingame.lvl. WE CAN MOVE THE CLIPS WHERE EVER WE WANT!!!
==EDIT4==
i successfully removed the jetpack bar.
So the next days (after my exams so somewhere about march) i'll write an tutorial about my hud experience.